Yeah the blistering fast and bloody play of LOS was a big draw for me. I'd not want to slow it. There's a lot of internet fandom and chatter focusing on very fast-playing rules; see Song of Blades and Heroes, or the dozen variants of FUBAR. Whether this translates into retail success I have no clue.
My thought is that it was often said, back in th' day, LOS had a problem with scale; you couldn't go up much from a fiend without things breaking.
So I wonder if, with a bigger die, you might be able to expand the range of figures that can feasibly be played. Thus easing the transition from straight LOS to tabletop skirmish with regular infantry and vehicles? Deadzone doesn't try to get above the size of LOS heavy powered infantry and light vehicles. Theoretically it's a taster for a later, full-sized skirmish game, and they're using the Deadzone KS to stir up some chatter and get people to buy in, and to get their core troops in plastic from the get-go. Nevertheless it might be informative that they started at the 1-2 squads end of the spectrum.
Personally I think (imagine, really, I'm no industry insider) there's a fair market for skirmish sized games. Warmachine, Hordes, Deadzone, etc. So I'd be excited to see LOS much as it was, then a tabletop version for small tables with a lot of terrain; representing urban environments, industrial compounds, and freakin' big underground or shipboard actions. This is more "in range" of original LOS than a "full sized" two platoons and some armour game per modern 40K.
All of which is possibly of interest when deciding how much up-scalablity you want to biuld into the core LOS mechanics. And if you decide you want to be able to scale up, then I would be in favour of keeping the "one roll, one kill" lethality, even honing it a bit, and going with a bigger die.
The first draft of LOS used a two-roll method (a to-hit roll and a damage roll). Derrick and Marco and I mulled about it and we decided to go to a single D6 roll. I had to put on my thinking cap to work that out. There is actually a lot more going on behind the system than what you see.
It is based on a weapon and target "signature" that consists of a to-hit and damage modifier. The base kill number is 6+ and you can get a maximum of +2 for targeting and +2 for damage, which makes your best kill number 2+. However, the negative numbers add up. When the numbers go over +2 then there are various fudges like weapons that ignore general modifiers. The other fix is creating target "classes": non-powered infantry, powered infantry, light vehicle, heavy vehicles, and naval class. It is all based on how the weapon and target signatures interact but it is a fix designed to get around all the complicated mathematics that would ensue.
I have been musing about taking LOS into being an open gaming system. All of this would be discussed in more detail in a tool box style publication that would allow others to create their own game.